6:55pm EST - The development branch finally updated a little while ago, however, the build appears to be pretty fucked. Along with pink menu items, clients are unable to connect to any servers, getting stuck at "Terrain Components."
2:52pm EST - Today is an exciting day for Rust. With roughly 24 hours until this weeks update, Andre has merged his terrain improvements into main. Unfortunately, the server builds have been failing for the last couple hours, so we can’t yet see this new terrain for ourselves. Remember, given the magnitude of changes, this update will force a map wipe on all servers.
The Rust landscape is once again shifting. For the past month, Andre and team have been working on improving the procedural map generation, making the landscape more diverse and interesting. As mentioned above, the server builds haven’t completed yet. The moment they do, I will take a bunch of screens and post them here. Follow @Rustafied to know exactly when that happens.
Garry has started work on a new branch, “Ammo Counter.” Although it does change some of the underlying ways the game deals with ammo and reloading, the noticeable change for clients is the new visuals of how much ammo is left in your clip. Here’s a quick preview from Garry:
Drag to drop
Dropping items just got a bit quicker as Garry restored the legacy functionality of dropping an item by dragging it outside the inventory. Awesome, this is so much easier than clicking the item then finding the “Drop” button.
The command to show client frames per second, "fps.graph", has been replaced by, "perf." You may recall, the actual graph that went along with fps.graph was removed last week due to it ironically lowering clients FPS. The new perf command has two settings, "perf 1" shows some basics about performance and, "perf 2" will show more details. Here's a sneak peek of perf 2 from Garry:
Work started on barricades
Base defense will soon go up a notch; Vincent has started on barricades. Given he’s just getting going, we’re probably a couple weeks away from actually seeing these in game. In the mean time, here’s a shot of the concept art by Paul:
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